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Questions tagged [joints]

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0 answers
15 views

"Sticking" occurs in collision constraint solution

Two rectangles collide, use the following formula to calculate: $$ J = \begin{vmatrix} J_{1} \\ J_{2} \\ J_{3} \\ \end{vmatrix} $$ $$ J_{n} = \begin{vmatrix} \overrightarrow{n} & \overrightarrow{...
noodle_run's user avatar
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0 answers
22 views

Where is the friction coming from in this simple setup?

I'm creating a simple implementation of the classic cart and pole balancing control problem. I'd like to have a 2D interface with the cart and pendulum controlled by the Unity physics, so that I can ...
Steve's user avatar
  • 101
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0 answers
95 views

How to stop object with joints flying away at high velocity on collision?

I am currently making a game where the player constructs vehicles out of blocks. I am achieving this through having rigidbodies for each 'group of blocks' separated by 'function blocks' (e.g. motors, ...
Renexx's user avatar
  • 1
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0 answers
52 views

Why are global constraints so ineffective?

There are two objects here, each with 3 constraint points. I use formula: $$ \lambda=(JM^{-1}J^{T})^{-1}(-JV-b) $$ $$ \Delta V=M^{-1}J^{T}\lambda \ $$ I put the information of the three constraint ...
noodle_run's user avatar
2 votes
1 answer
126 views

GrooveJoint2D - why does the Godot editor enforces a minimum value of 1 for initial_offset?

When you add a GrooveJoint2D to the scene tree, the Godot editor limits the minimum value of the initial_offset property to <...
zett42's user avatar
  • 163
1 vote
1 answer
51 views

Is it a good idea to solve movement of solid bodies with restrictions (e.g. connections) by shifting tangentially and projecting normally in phase sp?

I am trying to code my first 2d game with physics (in python), and so far my physics simulation works with solid bodies. I want to add connections, for example, so the player can rotate an arm and ...
Alexei Tsybyshev's user avatar
2 votes
0 answers
63 views

How to connect particles to rigid bodies in LiquidFun?

In vanilla Box2D various types of Joints can be used to connect two rigid bodies together. The LiquidFun extension brings the Particle Module, but I was unable to find a way to connect a particle/...
Simon Zvara's user avatar
0 votes
1 answer
44 views

How do I contain two rigid bodies with a relative position, while ignoring rotation?

This question is physics engine agnostic (could be Box2D, Bullet, whatever). I have two rigid bodies, each with a single fixture/shape. One is a sphere, and one is a box. I'd like the box to rotate ...
Kazade's user avatar
  • 590
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0 answers
42 views

Replicating spring effect

I want to replicate this spring effect on the stack of popsicles in the attached video. Can you advise some tips/tutorials/ideas/articles? The main goal is so that it can wobble freely and feel more &...
rerax's user avatar
  • 1
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0 answers
131 views

In Unity what is the best way of making a robot that has several legs connected with joints move?

Here's how the robot looks like in the scene: Here's its structure as an object: LegX2 is connected to LegX1 with a HingeJoint. LegX1 is connected to Platform with another hinge joint. These two ...
jcora's user avatar
  • 7,897
1 vote
1 answer
685 views

Configurable Joint rotation doesn't seem to respect mass difference

The Problem I've run into a physics issue in my Unity project, and have put together a simple example scene to illustrate it. Hopefully someone will be able to tell me if I'm doing something wrong. In ...
Keith Stein's user avatar
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0 answers
178 views

Problems with creating Linear Guide using Configurable joint

I'm trying to create an Linear Guide mechanism using Configurable Joint (I think this joint is better than other for this situation). I connected an orange cube to another object (let's call it frame) ...
crackanddie's user avatar
3 votes
0 answers
163 views

How do you compute for angular spring physics for physics joints in game engines?

I'm working on fixing Godot's physics joints. Currently, it uses Euler angles and it doesn't help me in building active ragdolls for my game. I heard that using quaternions is the way to go. So I ...
PHO BOSS's user avatar
2 votes
0 answers
131 views

Implementing a custom joint in Box2D

I would like to implement a "rail joint" in Box2D: a joint which lets a body move only along a given curve. I couldn't find anything about defining custom joints. Is it possible at all ...
Blue Nebula's user avatar
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0 answers
252 views

Prevent velocity from being increased by fixed joints

I am currently working on a Unity project that makes use of fixed joints. When connecting two GameObjects using a fixed joint, I noticed a behavior where the gameobject that becomes part of a fixed ...
KreuterCode's user avatar

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